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" F0 V- u# z/ E$ Y& G8 Chttp://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖- R$ V6 a3 t8 [* P1 F! P
: ~: T- u% P: L; Y1 J7 p大量更新,详见列表:; G% w, L4 n, H0 A$ m
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Change History:7 @- Z, y) H" }8 m4 c
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17): e) S$ x! t5 r: H# \$ I% J
1. Seventh Update – This release is a comprehensive release updating all previous% T1 r& E, {* E
versions to v1.01.17 beta
' ]6 |9 _2 x4 i( I2. Code Changes
4 N5 E) |: _ P6 g( h3 u* |: m- MFixed
, j4 a9 j. F \- f' j) ?1. Display of AF/Port icon between player saves based on player's intel5 m) [ ?7 [8 g+ f- r% J
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
4 T: v8 u; ?* [3 f/ Nweapon list updated3 Q. f8 q& @' v! S7 p8 k
3. Reported cargo/troop safety values incorrect when no cargo/troop space; U9 D, ^9 p0 Z; Z
4. Allow smaller 'reserve' space for small groups on ships
5 M, k" ~, D. M( c5. Preserve some more data when swapping fragment and parent to prevent lost of parent: `! w1 F+ B8 z- F
6. Correct attacking plane count before final post-air combat9 D- c v: o i
7. Pilot promotion may have occured in error sometimes
# @- n5 c v# H( k& @- W! m8. Raid detect message sometimes dropped of the combat report' ^: j1 \+ a, Q O
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply8 j- O5 w& }: b; Q3 v8 L+ h
generally
1 m% [7 Z8 a8 E10. Some pilot-leader connections were being corrupted1 K7 c$ C, `* N- Q+ w
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few2 }( w' F$ l. f# c) L! m7 K; \% h
other move issues due to the incorrect indicator
& z) \- ]9 h& }12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 T4 x Z% h* R- `- a6 M+ G
damage$ Y2 A' s* J/ A3 S
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool# { T/ _% P# W B
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the$ m, J+ t5 ~, ] V# ^
date sort
, K7 X7 o* w, j. E4 B15. ASW groups not allowed to attack sometimes7 l4 y. K' c3 [: O
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing" g& q1 U ]! A5 p
HQ/LCU to jump to reinforcement queue
1 Q3 { P0 Q! V) F! P17. Bug in bomber intercept if too many rounds of fighter v fighter combat
6 J: H. @5 v; F+ _% @. b9 ]. j7 L- I" C18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
4 C% U4 O) D+ x( N5 U* K. K% b! q2 Vat start of AE but crept back in sometime during updates
2 b" T Y+ X- l a1 a19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 o# T: F5 M, e& p
fragment.
' N5 Y b) e b) e9 l. Q! ~4 y20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade, @/ F$ e* P# @. \& A9 k. L
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
8 i0 ?+ Q3 I+ e' j( a5 v( Mshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
) K. Q4 E" `2 M/ g' t3 v" ` ~" @set3 `" ?1 `+ R5 S* x7 u
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base# ~$ q h) ]8 u
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays1 q; Z6 `+ ~- j% z) M
24. Bug caused F/FB to sometimes bomb at low altitude9 k: E9 a8 Z, Y; ?* l
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
* |. s$ a8 S- |' P h: m; @occurring properly.. Z; `& {! o1 ?' X2 E6 T ~
26. Bug in Industry 'failed' indication not showing properly sometimes
/ V) U$ P' O& Z; j2 W27. Location check at scenario load to include small map sceanrios
6 ^- ^; t% k$ Y4 ?28. Bug in air supply to fragments in a non-friendly base hex' t+ K# T6 O' `. s1 \
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was" e0 |6 f$ M' h% N% B* o% k+ y
being set to homebase before execution of the mission – ie was returning to base
+ k+ y% J; P+ W& u- J2 D) mimmediately
0 o: b* C5 B2 e8 _" f30. Error in Strategic map display
' V" O/ G& e1 ~$ d0 e2 s( O31. Additional and stockpile options were not turned off when base was captured- V6 ^% R, ?; W4 O( z! e
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on4 u. m, F0 Z% }/ C3 S& s$ W5 }
mouse over# }4 X) w' } |# ~8 X$ X$ k
33. Army experience being gained when not 100% prepared as per manual; changed to allow
# i; U1 q9 n" j* H* s wchance to gain experience if >75% prepare and < 50% national exp level$ ~3 \# y, X7 J
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 S: c1 Y. b5 O
alleviate the incorrect experience gaining happening while in reinforcement queue0 o R: M& q) d) E4 Q$ D3 N! x
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –3 @9 p. } }. v* x
caused unit to jump “off-rail” and move overland
0 b' i" y' M& l) a" s36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
! a* O0 O! U) t# O3 y37. Excessive accident messages on unload from TF reported
3 O: C' ?# ?. s* ?38. Reworked editor sub-unit merging as some devices could drop off the unit list when' D. ~! n y% L# g9 F3 u
merged causing smaller size unit than expected( [) U9 \: d; j6 D
39. Corrected possible TOE error in scenario data load for inactive units, f$ a: X5 S, o k2 M% r0 X
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can' e2 S: u/ g9 v9 m& M! s! B
however be allowed to do this.
6 `: r9 v( N; s9 T2 B- N6 m41. Possible CTD if sinking ship's load was a group2 L0 |: x& Q! \& j# R
42. Limit the number of devices built from resources per unit during LCU replacements; this2 h ^' { f3 R3 X# \' Y) X! [
was causing an over production for that turn0 v2 ?3 V) i& z% {
43. Retain day/night setting when creating group fragments" k) e$ J" p, ?$ y; H3 Y. e
44. Adjusted supply and fuel values in base list not to overrun the space$ r/ A# l0 p- Q( P
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
. Q% t; O7 r% k4 n! C" r0 k; Z4 `added YMS to Sweep TF in line with manual and code% ^3 U5 M$ j1 y/ ~8 f! z0 j4 v
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the- {9 c0 q" d4 J6 r: f7 c: {
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
F6 g4 c; A6 D# e# o# Y" S/ Hrebuilding of destroyed units is not affected by this.
9 d" V. a% s% b4 B4 A' T47. Carrier capable and trained text not showing together on Group screen
4 {: E! Q7 s* l8 I, C' H+ c" C7 L/ ^4 T48. Handle any blank re-name changes by ignoring them* E0 z0 h* ]) G6 L; `8 x! J
49. Possible CTD when air fragments combine5 D% g! I9 [; g$ T# v
50. Unloading TF can freeze a LCU onto a ship under some conditions/ b) y" A/ k& @. ~' A
51. AI not behaving if main HQs missing (affects small map mainly); T0 f9 n: O8 B3 A& j
52. AI using AGC for normal land units – removed from TF if not needed
6 H$ j& c7 ^' R53. Soviet activation message not in Ops report! m1 [- S& q: o0 w) [4 |
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
9 C: V/ S8 r( f- X55. Clear Soviet air balance if not activated. Possible incorrect base switching3 I& Q8 D( {7 ^7 R/ r
56. Sub attack against docked TF not happening for port size <3+ |/ {# A4 D+ X' B% p
57. Unit type changing unexpectantly
, Z5 L K6 M3 t58. Torpedo replacement on plane sometimes is missed) [/ ?0 H$ j1 u6 K
59. Double handling of overstacked supply requirements* c: w7 |, m6 V& D* [5 i
60. Fixed alternate weapons for port attacks$ n( Q% c/ R0 A- S. a
61. Corrected weapon system damage to show after combat on ships in port rather than wait till7 N* \8 n6 Y1 }4 q
sometimer in the ship repair cycle./ X+ U: p+ M8 n
62. Ship tonnage over 32K could cause repairs to fail
9 z5 }# D0 i7 H4 INew# O7 ~$ \: E& y; Z2 x9 k
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
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2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.* ?% _8 x# x4 S( J
Tenders not counted% J! @. V" }! n$ ?, U8 C! k1 z
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base0 |$ L5 c5 [0 l: }3 X& z
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method7 V. t6 C5 L' B+ E
to remove damaged ships from TF
2 G( ~ |: Y0 S7 W5. New filter for “non-building” devices in Industry pool screen
' j4 w" K6 f: V6. New filter for “non-building” aircraft in Air Replacement pool screen
; u1 S$ q9 M1 z Z. p! g# p7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
. V' k5 t5 E% d$ `: j7 y) Pmines (^) detected
6 q1 [. P2 I% z# o0 t/ E8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
! Q" `; [ f, m( U! F# R% r‘button6..’ image files, then these will be shown. If not, by default there are shown as9 T+ T9 j- H3 w& s, e8 [( R
standard parachute unit icons* k! r8 P7 U& N/ h
9. Air/port damage and building is shown in base mouse over: n |6 a r% `5 v; `* q* z
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
' g% L0 O' v! y9 K1 s11. TF can be routed to stay within coastal hexes as much as possible5 B; `0 ]) J' d6 T H, D: l
12. On Top Pilot screen show the 'ace' cut-off value if more than 1* P" D, ^ ~& r6 F
13. Added option on group and LCU reinforcement screen to turn off replacements
+ n) f% c. J1 @* R# h5 N& l; L14. Current base can get supply returned to it when reserve planes returned which were
! m' o- ~6 [; j) Q+ C; w5 Poriginally supplied from another base) o* S- J4 f/ c- }1 Y1 ~ Q7 O- E
15. Unit type filter on Troop Loading screen
. _* Y0 V7 m1 t( L4 f9 V16. Report killed ground units if not in combat report; y9 _6 D0 Q$ G, G1 Y
Changed
! u, C# w- Y r5 {. H1. AF of 8+ have AV support doubled for purposes of determing support for air operations6 n, R- {& \; j! d0 o
(complements fix 18 above)
) w. H& ^8 h' {6 X% S+ @2. Permanently increased pilot array to 70K
! c! l0 S+ L5 s& q. _% v' ]& ^3. Increased number of air combat rounds are a factor of total aircraft involved
7 @# Z7 A. k& j4 T% K8 C, H0 `4. Allowed submap to submap movement if land connected for land units. Should have been. M/ T; ]" p0 S3 ?' n
so as per Andrew Brown
9 m1 I$ q- I5 I' |5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
! {" N7 x* N* U/ _; {5 Ldelay toggle instead
" @. }# d# Q% a7 Q; \0 }' Y6. Aircraft being grounded for maintenance factors in durability also. This will spread out the+ o7 |9 s x. e8 i- m, T
maintenace a bit more
C6 b7 f* O3 U) s4 }& m7. Support device replacements won't decrease the overall experience of LCU units. This does5 K3 ~/ b% m/ B D0 u+ j4 y
not alter the overall EXP change due when any replacements are received.4 ?2 M# C6 u: o8 h1 A# |+ Q5 ~
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction' U: k" m7 N- C3 I
between the two but could break current games.
) `5 C ~, U% s6 t2 N- u `9. Some LCU Prep points may be retained if unit is experienced, p/ Z7 `4 i* _6 T, ]
Notes
* }9 } J; d) Z1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario1 R' ^& l: h1 }, x- x" H/ e% q
should not change player or HQ, even if not in play. These original HQs are used by the AI
- P8 D9 Y; N) }1 Z+ Groutines so changing or deleting them can put the AI off. Changing other elements should
" F* E5 Y( e/ O; \. O" Wbe okay.
2 |1 v' _( k0 o$ t. o6 Z$ O9 d2. Clarification to weapon filters for aircraft:" L1 C/ j1 X$ s3 J7 Y! P; a
PM_NAVAL_ATTACK 2 // used for naval attacks
; C) y; m( J. G" h, E" ePM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
0 [/ ?2 s; g' \' bPM_LAND_ATTACK 8 // used for land (ground) attack0 p1 a# X+ w, L' Z
PM_PORT_ATTACK 16 // used for port attack
* W( @+ ]" K/ ?' L3 oPM_AF_ATTACK 32 // used for AF attack
/ f% f9 k; \7 s" g; K8 d1 pDropped any reference to secondary values for land and AF as they served no special use.2 ~8 {/ j4 R; U
Clarification changes
3 R& J( x, R" S) v' D1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
- M T/ ~3 a1 l$ l/ {/ Ibases are those defined as having an original Soviet hex ownership of SOV_UNION (90),' N- {6 \' ]" @- D
MONGOLIA(91) or TANNU_TUVA(92).$ h, u5 o) B- n% \6 D
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
, J2 z* `$ P0 Fb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
( s4 Q7 k6 j0 p ?) G- `: ec. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
9 [; s: P/ e" |" oafter Soviets are activated, but can’t move% |8 @& o' Y7 Z$ p7 Z6 l* g
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if9 u" S6 q1 E& }% H& w
disbanded in port.
7 |2 q/ C U+ Ae. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 {% j. Q* b( c/ e E+ F
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |